Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Ashkor Played by Shane Bradley
22 Games Played, Created 05/14/2007
Male Half-Bronze Dragon Lizardfolk Character Level 17
N Medium Dragon (Reptilian) Classes Barbarian 1, Battle Sorcerer 1, Dragon Disciple 10, Fighter 2
Hit Dice 1d4+5 plus 2d8+10 plus 2d10+10 plus 11d12+55 Ability Total Mod Magic
  STR 36 18 base +11 race +0 age +1 inherent +2 level +13 +4
252 189 126 63 DEX 12 12 base +0 race +0 age +0 inherent +0 level +1 +0
Mana Points14 from Battle Sorcerer spell slots CON 20 16 base +4 race +0 age +0 inherent +0 level +5 +0
  INT 14 14 base +0 race +0 age +0 inherent +0 level +2 +0
14 10 7 3 WIS 12 11 base +0 race +0 age +0 inherent +1 level +1 +0
Speed 30 ft.30 ft. base +10 ft. fast movement -10 ft. armor (6 squares); fly 60 ft. (good)
Senses Listen +6; Search +7; Spot +9; blindsense 60 ft.; darkvision 60 ft.; low-light vision
CHA 14 10 base +2 race +0 age +0 inherent +2 level +2 +0
LUCK 8 8 base +0 race +0 age +0 inherent +0 level -1 +0
Saves Total Ability Magic Special
Fortitude +18+12 base +0 misc +5 +1  
Reflex +10+6 base +0 misc +2 Lightning Reflexes feat +1 +1  
Will +11+9 base +0 misc +1 +1  
Craft Points 15,30013,600 Earned -0 Used +0 Item Creation Feats Initiative +5+1 Dex +4 Improved Initiative
BAB +11/+6/+1 Grapple +24BAB +13 Str +0 Size
melee touch +23 Bull Rush +13
ranged touch +12 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
38 14 36 +0 +0 +11 +11 +2 +0 +2 +2 +0 +0 +0
Fortification10%
Immuneelectricity, paralysis, rust, sleep
Weapon Atk Full Atk Dmg Crit Type
+2 keen great falchion melee +24BAB +13 Str +2 enhancement bonus -2 One-Handed Wield +24/+19/+14 1d12+15weapon base +13 Str +2 enhancement bonus 15-20/x2
+4 confirm
S
bite melee +25BAB +13 Str +1 amulet of mighty fists or
+20BAB +13 Str -5 secondary attack +1 amulet of mighty fists secondary
+25 1d6+14weapon base +13 Str +1 amulet of mighty fists or
1d6+7weapon base +6 Str +1 amulet of mighty fists secondary
20/x2 P
claw melee +25BAB +13 Str +1 amulet of mighty fists or
+20BAB +13 Str +1 amulet of mighty fists -5 secondary attack secondary
+25 or
+20
1d4+14weapon base +13 Str +1 amulet of mighty fists or
1d4+7weapon base +6 Str +1 amulet of mighty fists secondary
20/x2 S
masterwork morningstar melee +25BAB +13 Str +1 masterwork +25/+20/+15 1d8+13weapon base +13 Str 20/x2 B & P
unarmed strike melee +25BAB +13 Str +1 amulet of mighty fists +25/+20/+15 1d3+14 nonlethalweapon base +13 Str +1 amulet of mighty fists 20/x2 B
Combat Options
  • Breath Weapon (Su) (     ) 1/day—Breathe 60-ft. line of electricity for 6d8 damage. DC 2510 plus Dragon Disciple class level plus Con modifier Reflex half.
  • burst boots (                     ) 5/day—Make an additional move or move-equivalent action in a round. Although activating them is a free action, the boots can be used only once per round at most.
  • Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  • cloak of thorns Melee attackers suffers 1d4+3 damage on a successful hit. Reach weapons, such as longspears, avoid this damage.
  • Fate Points (                 ) As an immediate action, reroll the result of a d20 roll; however, you must take the new roll, even if it is lower than the first.
  • Firm Grip The character gains a +4 bonus to opposed rolls when someone attempts to disarm him. The character also gains a +4 bonus to grapple checks when attempting to pin an opponent. Finally, the character only falls from a climb if the Climb check is failed by 10 or more.
  • Follow Through When you drop an opponent in melee, such as by reducing a foe to 0 or fewer hit points, you may immediately make a five-foot step to occupy your enemy's position. This movement counts as a free action, allowing you to use Cleave or Great Cleave after making this movement. You must advance directly into the area occupied by your enemy. If this is physically impossible, such as if you dropped your foe with a reach weapon, you may not take this five-foot step.
  • gauntlet of rust (     ) 1/day—Affect one object with rusting grasp (CL 7th).
  • Natural Attacks Primary bite for 1d6 damage and secondary claw for 1d4 damage.
  • One-Handed Wield The character can wield two-handed melee weapons with one hand, however suffering a -2 penalty to attacks rolls with the weapon while doing so. The character no longer gains 1-1/2 times his Strength bonus to damage rolls, instead gaining his normal Strength bonus. This feat cannot be used with weapons that the character is not proficient with.
  • Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
    If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
  • Rage (Ex) (     ) 1/day—Fly into a rage, gaining +4 Strength, +4 Constitution, +2 morale bonus on Will saves, and -2 penalty to Armor Class for (new Constitution modifier plus 3) rounds. Afterwards become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, cannot charge or run) for the duration of the encounter. A barbarian can fly into a rage only once per encounter.
  • Second Wind (Ex) (     ) 1/encounter—As a move action that does not provoke an attack of opportunity, cure self of 17equal to character level hit points.
  • Structural Weakness (Ex) A fighter can more effectively apply force to the weakest points of inanimate objects, giving the character a +1 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
  • tessellated armor (     ) 1/day—hypnotic pattern at CL 8
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +2 (+2 Int, 0 ranks), Balance +5 (+7 light or no armor) (+1 Dex, 5 ranks, +4 racial, -5 armor), Bluff +2 (+2 Cha, 0 ranks), Climb +9 (+13 Str, 0 ranks, -5 armor), Concentration +4 (+5 Con, 0 ranks), Diplomacy +2 (+2 Cha, 0 ranks), Disguise +2 (+2 Cha, 0 ranks), Escape Artist -4 (+1 Dex, 0 ranks, -5 armor), Forgery +2 (+2 Int, 0 ranks), Gather Information +2 (+2 Cha, 0 ranks), Heal +1 (+1 Wis, 0 ranks), Intimidate +7 (+2 Cha, 5 ranks), Jump +17 (+19 light or no armor) (+13 Str, 5 ranks, +4 racial, -5 armor), Knowledge (arcana) +12 (+2 Int, 8 ranks, +2 permanent enhancement knowledge worm), Knowledge (architecture & engineering) +3 (+2 Int, 1 ranks), Knowledge (dungeoneering) +7 (+2 Int, 5 ranks), Knowledge (geography) +3 (+2 Int, 1 ranks), Knowledge (history) +4 (+2 Int, 0 ranks, +2 permanent enhancement knowledge worm), Knowledge (nature) +3 (+2 Int, 1 ranks), Knowledge (nobility & royalty) +3 (+2 Int, 1 ranks), Knowledge (the planes) +9 (+2 Int, 5 ranks, +2 permanent enhancement knowledge worm), Knowledge (psionics) +3 (+2 Int, 1 ranks), Knowledge (religion) +9 (+2 Int, 0 ranks, +2 permanent enhancement knowledge worm, +5 loreworm vestige worm), Knowledge (runes) +3 (+2 Int, 1 ranks), Knowledge (sea) +3 (+2 Int, 1 ranks), Listen +6 (+1 Wis, 7 ranks, -2 helm), Ride +1 (+1 Dex, 0 ranks), Search +7 (+2 Int, 5 ranks), Sense Motive +1 (+1 Wis, 0 ranks), Sneak -4 (+1 Dex, 0 ranks, -5 armor), Spellcraft +3 (+2 Int, 1 ranks), Spot +9 (+1 Wis, 10 ranks, -2 helm), Survival +1 (+3 on other planes or underground) (+1 Wis, 0 ranks), Swim +7 (+13 Str, 0 ranks, +4 racial, -10 armor), Use Rope +3 (+1 Dex, 0 ranks, +2 silk rope)

 Armor Check Penalty -5-4 armor -0 helm -0 shield; Swim Check Penalty -10; Permanent Class Skills Knowledge (arcana), Spellcraft

 Feats Air Heritage, Armor Focus (full plate), Armor Proficiency (all), Cleave, Exotic Weapon Proficiency (great falchion), Firm GripB, Follow Through, Improved Flight, Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency (all), One-Handed WieldB, Power Attack, Power Critical (great falchion), Shield Proficiency (all), Simple Weapon Proficiency (all), Weapon Focus (great falchion)
Special Qualities
  • Blindsense (Ex) Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
  • Dragon Blood Count as being of the dragon type, in addition to starting type, for all magical effects and prerequisites.
  • Hold Breath A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Withered Arm Drinking from the fountain of fortune's folly left Ashkor's off-hand withered and useless. A regenerate spell restores full function for 2d6 hours.
Spellcasting and Spell-Like Abilities
Battle Sorcerer Spells Per Day (0-level 4; 1st 102 from Battle Sorcerer plus 7 bonus spells from Dragon Disciple plus 1 from Charisma)
DC to Resist 12 + spell level
Caster Level 1st1 levels of battle sorcerer; Spell Penetration d20+1d20 +1 caster level; Primary Ability Charisma

0-level
- 1 mp -

detect magic (1 std action; 60 ft. cone; concentration up to 1 min./level (D); round 1—presence of magic, round 2—number of auras and which is strongest, round 3—strength, location and use Spellcraft to determine school of each aura [DC 15 + spell level or 15 + caster level for non-spells])

monkey climb (1 std action; personal; 1 round/level duration or until discharged; gain a +5 bonus to a single Climb check)

read magic (1 std action; personal; 10 min./level duration)

1st
- 1 mp -

mage armor (1 std action; touch; 1 hour/level duration (D); +4 armor bonus to AC; force effect)

Miscellaneous Information
 HistoryAshkor has had a bit of a rough life. Hailing from the Lizard Marsh, Ashkor is 1/8th bronze dragon. Being lizardfolk he's able to hide this somewhat, but his clan always knew his history. When Ilthane, the black dragon, started causing trouble for the people of the lizard marsh they turned to Ashkor to reason with him. Red Eye, the lizardfolk leader, didn't understand this and told Ashkor that he felt it would be best for him to leave the marsh. Finding work for a lizardfolk in Waterdeep wasn't too difficult and eventually Ashkor met up with a group called Draconic Brood. This was a paid fighting team that had a powerful, rich, lord that trained them for battle in the Champions games. Ashkor with his lizardfolk training, and this new found "fancy" training quickly worked his way up the ranks and became the sudo-leader for draconic brood. Using the enhanced strength and special abilities that come from his dragon heritage Ashkor made for a formidable fighter. That was until a few months before the Champion's games. The team manager for draconic brood introduced a new fighter to the group, a fighter of the likes that Ashkor had never seen. This fighter had a bit of dragon in him for sure, he possessed wings and quite an attitude. Seeing Ashkor as a threat this "new guy" quickly took to fighting with Ashkor at any open chance and in the end the manager told Ashkor that his new star fighter was too important to keep him around and Ashkor was dismissed from Draconic Brood. With overwhelming rage and revenge Ashkor desperately seeked another champion's game team to fight with, having found none Ashkor is now only a spectator in the games, with no job, no friends, and nothing to lose. ; AdventuresAoW-005: The Champion's Belt (by Tito Leati), AoW-006: A Gathering of Winds (by Wolfgang Baur), AoW-007: The Spire of Long Shadows (by Jesse Decker), AoW-008: The Tyrant of Mintarn (by Richard Pett), AoW-009: The Library of Last Resort (by Nicolas Logue); Lives Remaining 81 Deaths; 05/17/2007 slain by Pitch Blade in Champion Games; Last Played December 13, 2007

 Languages Chondathan, Common, Draconic, Orc
 Patron Deity Tempus; Homeland Lizard Marsh; Heritage 87% Lizardfolk, 13% Dragon; Background Dragon Kith
 Height 6 ft. 8 in.; Weight 275 lb.; Age 23; Hair None; Eyes Gray

Character Level Record
Lizardfolk Lizardfolk Lizardfolk Battle Sorcerer Fighter Dragon Disciple Dragon Disciple Dragon Disciple Dragon Disciple Barbarian
Dragon Disciple Dragon Disciple Dragon Disciple Dragon Disciple Dragon Disciple Dragon Disciple Fighter      

 Defeated Enemy Record 4 Belkers, 1 Eviscerator Beetle, 1 Girallon Behemoth, 1 Mohrg, 1 Roper, 1 Sword of Kyuss, 1 Wormswarm
Equipment & Possessions
 Magical Items +1 amulet of mighty fists (6,000 gp), +4 belt of giant strength (16,000 gp),                                        blessed bandages (standard action; no AoO; automatically stabilizes target) (10 gp), burst boots (12,000 gp), cloak of thorns (+2 natural armor; 1d4+3 damage to melee attackers) (40,000 gp), everlasting rations (350 gp), gauntlet of rust (11,500 gp), handy haversack (2,000 gp), +2 keen great falchion (18,400 gp), loreworm vestige worm of Knowledge (religion) (+5 competence Knowledge [religion]) (3,750 gp), +2 ring of protection (8,000 gp), shrunken shrieker (500 gp), tessellated armor (as +2 full plate; medium armor; +11 armor; +0 max Dex; -4 armor check penalty; spell failure 25%; 1/day—hypnotic pattern at CL 8) (11,560 gp), +1 vest of resistance (1,000 gp)

 Potions                elixirs of sneaking (+10 competence Sneak; 1 hour) (250 gp)    potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp)

  • Masterwork Potion Belt        potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp),    potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp),    potion of invisibility (CL 3rd; 3 minute duration) (300 gp),    potion of shield of faith +2 (CL 1st; 1 minute duration) (50 gp),    snort of ogre piss (enlarge person, bull's strength, and rage; +4 enhancement Strength for 3 minutes, enlarge person for 5 minutes, and +2 morale Strength and Constitution, +1 morale Will saves, -2 penalty AC, not fatigued at end of rage for 5 rounds) (1,950 gp)

 Mounts bit and bridle (2 gp), light warhorse (150 gp), riding saddle (10 gp)

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), 2 candles (1 cp each), explorer's outfit (10 gp), fine gala clothing (1,000 gp), flint and steel (1 gp), grappling hook (1 gp), masterwork heavy helm (+2 helm; -1 armor check; 15% spell failure; -2 Listen and Spot checks; 10% fortification) (200 gp), masterwork morningstar (308 gp), masterwork potion belt (60 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), small steel mirror (10 gp), 3 torches (1 cp each), trail rations (6 days) (5 sp/day), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 pp 3, gp 3,000, sp 13, cp 2
 Other Wealth None